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https://github.com/pagefaultgames/pokerogue.git
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Cleaned up UI i think
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@ -110,7 +110,7 @@ export interface EnemyPartyConfig {
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countAsSeen?: boolean;
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}
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export function getMysteryEncounterKey(encounter: MysteryEncounterType): string {
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export function getMysteryEncounterKey(encounter: MysteryEncounterType | -1): string {
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const key = "mysteryEncounter:";
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switch (encounter) {
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case MysteryEncounterType.MYSTERIOUS_CHALLENGERS:
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@ -24,6 +24,7 @@ import { Species } from "#enums/species";
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import { PlayerGender } from "#enums/player-gender";
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import { SettingKeyboard } from "#app/system/settings/settings-keyboard";
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import { getBiomeName } from "#app/data/biomes";
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import { getMysteryEncounterKey } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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/**
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* RunInfoUiMode indicates possible overlays of RunInfoUiHandler.
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@ -74,6 +75,7 @@ export default class RunInfoUiHandler extends UiHandler {
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// The import of the modifiersModule is loaded here to sidestep async/await issues.
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this.modifiersModule = Modifier;
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this.runContainer.setVisible(false);
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this.scene.loadImage("encounter_exclaim", "mystery-encounters");
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}
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/**
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@ -250,7 +252,7 @@ export default class RunInfoUiHandler extends UiHandler {
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const enemyContainer = this.scene.add.container(0, 0);
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// Wild - Single and Doubles
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if (this.runInfo.battleType === BattleType.WILD || (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER && !this.runInfo.trainer)) {
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if (this.runInfo.battleType === BattleType.WILD) {
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switch (this.runInfo.enemyParty.length) {
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case 1:
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// Wild - Singles
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@ -261,7 +263,7 @@ export default class RunInfoUiHandler extends UiHandler {
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this.parseWildDoubleDefeat(enemyContainer);
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break;
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}
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} else if (this.runInfo.battleType === BattleType.TRAINER || (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER && this.runInfo.trainer)) {
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} else if (this.runInfo.battleType === BattleType.TRAINER) {
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this.loadTrainerSprites(enemyContainer);
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const row_limit = 3;
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this.runInfo.enemyParty.forEach((p, i) => {
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@ -281,11 +283,25 @@ export default class RunInfoUiHandler extends UiHandler {
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}
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const boxString = i18next.t(trainerObj.variant !== TrainerVariant.DOUBLE ? "battle:trainerAppeared" : "battle:trainerAppearedDouble", { trainerName: trainerName }).replace(/\n/g, " ");
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const descContainer = this.scene.add.container(0, 0);
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this.provideDesc(descContainer, boxString);
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const textBox = addTextObject(this.scene, 0, 0, boxString, TextStyle.WINDOW, { fontSize : "35px", wordWrap: {width: 150} });
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descContainer.add(textBox);
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descContainer.setPosition(52, 38);
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this.runResultContainer.add(descContainer);
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} else if (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER) {
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console.log(this.runInfo.mysteryEncounterType);
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const encounterExclaim = this.scene.add.sprite(0, 0, "encounter_exclaim");
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encounterExclaim.setPosition(34, 26);
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encounterExclaim.setScale(0.65);
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const subSprite = this.scene.add.sprite(56, -106, "pkmn__sub");
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subSprite.setScale(0.65);
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subSprite.setPosition(34, 46);
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this.runResultContainer.add([encounterExclaim, subSprite]);
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const mysteryEncounterTitle = i18next.t(getMysteryEncounterKey(this.runInfo.mysteryEncounterType)+".title");
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console.log(mysteryEncounterTitle);
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const descContainer = this.scene.add.container(0, 0);
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const textBox = addTextObject(this.scene, 0, 0, mysteryEncounterTitle, TextStyle.WINDOW, { fontSize : "45px", wordWrap: {width: 150} });
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descContainer.add(textBox);
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descContainer.setPosition(47, 36);
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this.runResultContainer.add([encounterExclaim, subSprite, descContainer]);
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}
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this.runResultContainer.add(enemyContainer);
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this.runResultContainer.add(runStatusText);
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@ -442,12 +458,6 @@ export default class RunInfoUiHandler extends UiHandler {
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enemyContainer.add(enemyPartyContainer);
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}
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provideDesc(descContainer: Phaser.GameObjects.Container, desc: string) {
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const textBox = addTextObject(this.scene, 0, 0, desc, TextStyle.MESSAGE, { fontSize : "35px", wordWrap: {width: 150} });
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console.log(textBox.width);
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descContainer.add(textBox);
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}
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/**
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* Shows information about the run like the run's mode, duration, luck, money, and player held items
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* The values for luck and money are from the end of the run, not the player's luck at the start of the run.
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